| 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #include "OgreStableHeaders.h" |
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| 30 | #include "OgreRenderQueueSortingGrouping.h" |
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| 31 | #include "OgreException.h" |
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| 32 | |
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| 33 | namespace Ogre { |
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| 34 | // Init statics |
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| 35 | RadixSort<QueuedRenderableCollection::RenderablePassList, |
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| 36 | RenderablePass, uint32> QueuedRenderableCollection::msRadixSorter1; |
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| 37 | RadixSort<QueuedRenderableCollection::RenderablePassList, |
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| 38 | RenderablePass, float> QueuedRenderableCollection::msRadixSorter2; |
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| 39 | |
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| 40 | |
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| 41 | //----------------------------------------------------------------------- |
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| 42 | RenderPriorityGroup::RenderPriorityGroup(RenderQueueGroup* parent, |
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| 43 | bool splitPassesByLightingType, |
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| 44 | bool splitNoShadowPasses, |
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| 45 | bool shadowCastersNotReceivers) |
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| 46 | : mParent(parent) |
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| 47 | , mSplitPassesByLightingType(splitPassesByLightingType) |
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| 48 | , mSplitNoShadowPasses(splitNoShadowPasses) |
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| 49 | , mShadowCastersNotReceivers(shadowCastersNotReceivers) |
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| 50 | { |
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| 51 | // Initialise collection sorting options |
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| 52 | // this can become dynamic according to invocation later |
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| 53 | defaultOrganisationMode(); |
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| 54 | |
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| 55 | // Transparents will always be sorted this way |
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| 56 | mTransparents.addOrganisationMode(QueuedRenderableCollection::OM_SORT_DESCENDING); |
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| 57 | |
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| 58 | |
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| 59 | } |
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| 60 | //----------------------------------------------------------------------- |
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| 61 | void RenderPriorityGroup::resetOrganisationModes(void) |
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| 62 | { |
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| 63 | mSolidsBasic.resetOrganisationModes(); |
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| 64 | mSolidsDiffuseSpecular.resetOrganisationModes(); |
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| 65 | mSolidsDecal.resetOrganisationModes(); |
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| 66 | mSolidsNoShadowReceive.resetOrganisationModes(); |
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| 67 | } |
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| 68 | //----------------------------------------------------------------------- |
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| 69 | void RenderPriorityGroup::addOrganisationMode(QueuedRenderableCollection::OrganisationMode om) |
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| 70 | { |
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| 71 | mSolidsBasic.addOrganisationMode(om); |
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| 72 | mSolidsDiffuseSpecular.addOrganisationMode(om); |
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| 73 | mSolidsDecal.addOrganisationMode(om); |
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| 74 | mSolidsNoShadowReceive.addOrganisationMode(om); |
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| 75 | } |
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| 76 | //----------------------------------------------------------------------- |
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| 77 | void RenderPriorityGroup::defaultOrganisationMode(void) |
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| 78 | { |
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| 79 | resetOrganisationModes(); |
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| 80 | addOrganisationMode(QueuedRenderableCollection::OM_PASS_GROUP); |
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| 81 | } |
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| 82 | //----------------------------------------------------------------------- |
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| 83 | void RenderPriorityGroup::addRenderable(Renderable* rend, Technique* pTech) |
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| 84 | { |
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| 85 | // Transparent and depth/colour settings mean depth sorting is required? |
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| 86 | // Note: colour write disabled with depth check/write enabled means |
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| 87 | // setup depth buffer for other passes use. |
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| 88 | if (pTech->isTransparent() && |
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| 89 | (!pTech->isDepthWriteEnabled() || |
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| 90 | !pTech->isDepthCheckEnabled() || |
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| 91 | pTech->hasColourWriteDisabled())) |
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| 92 | { |
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| 93 | addTransparentRenderable(pTech, rend); |
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| 94 | } |
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| 95 | else |
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| 96 | { |
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| 97 | if (mSplitNoShadowPasses && |
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| 98 | mParent->getShadowsEnabled() && |
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| 99 | (!pTech->getParent()->getReceiveShadows() || |
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| 100 | rend->getCastsShadows() && mShadowCastersNotReceivers)) |
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| 101 | { |
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| 102 | // Add solid renderable and add passes to no-shadow group |
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| 103 | addSolidRenderable(pTech, rend, true); |
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| 104 | } |
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| 105 | else |
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| 106 | { |
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| 107 | if (mSplitPassesByLightingType && mParent->getShadowsEnabled()) |
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| 108 | { |
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| 109 | addSolidRenderableSplitByLightType(pTech, rend); |
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| 110 | } |
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| 111 | else |
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| 112 | { |
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| 113 | addSolidRenderable(pTech, rend, false); |
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| 114 | } |
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| 115 | } |
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| 116 | } |
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| 117 | |
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| 118 | } |
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| 119 | //----------------------------------------------------------------------- |
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| 120 | void RenderPriorityGroup::addSolidRenderable(Technique* pTech, |
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| 121 | Renderable* rend, bool addToNoShadow) |
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| 122 | { |
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| 123 | Technique::PassIterator pi = pTech->getPassIterator(); |
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| 124 | |
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| 125 | QueuedRenderableCollection* collection; |
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| 126 | if (addToNoShadow) |
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| 127 | { |
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| 128 | collection = &mSolidsNoShadowReceive; |
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| 129 | } |
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| 130 | else |
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| 131 | { |
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| 132 | collection = &mSolidsBasic; |
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| 133 | } |
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| 134 | |
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| 135 | |
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| 136 | while (pi.hasMoreElements()) |
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| 137 | { |
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| 138 | // Insert into solid list |
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| 139 | Pass* p = pi.getNext(); |
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| 140 | collection->addRenderable(p, rend); |
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| 141 | } |
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| 142 | } |
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| 143 | //----------------------------------------------------------------------- |
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| 144 | void RenderPriorityGroup::addSolidRenderableSplitByLightType(Technique* pTech, |
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| 145 | Renderable* rend) |
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| 146 | { |
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| 147 | // Divide the passes into the 3 categories |
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| 148 | Technique::IlluminationPassIterator pi = |
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| 149 | pTech->getIlluminationPassIterator(); |
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| 150 | |
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| 151 | while (pi.hasMoreElements()) |
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| 152 | { |
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| 153 | // Insert into solid list |
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| 154 | IlluminationPass* p = pi.getNext(); |
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| 155 | QueuedRenderableCollection* collection; |
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| 156 | switch(p->stage) |
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| 157 | { |
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| 158 | case IS_AMBIENT: |
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| 159 | collection = &mSolidsBasic; |
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| 160 | break; |
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| 161 | case IS_PER_LIGHT: |
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| 162 | collection = &mSolidsDiffuseSpecular; |
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| 163 | break; |
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| 164 | case IS_DECAL: |
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| 165 | collection = &mSolidsDecal; |
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| 166 | break; |
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| 167 | default: |
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| 168 | assert(false); // should never happen |
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| 169 | }; |
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| 170 | |
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| 171 | collection->addRenderable(p->pass, rend); |
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| 172 | } |
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| 173 | } |
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| 174 | //----------------------------------------------------------------------- |
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| 175 | void RenderPriorityGroup::addTransparentRenderable(Technique* pTech, Renderable* rend) |
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| 176 | { |
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| 177 | Technique::PassIterator pi = pTech->getPassIterator(); |
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| 178 | |
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| 179 | while (pi.hasMoreElements()) |
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| 180 | { |
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| 181 | // Insert into transparent list |
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| 182 | mTransparents.addRenderable(pi.getNext(), rend); |
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| 183 | } |
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| 184 | } |
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| 185 | //----------------------------------------------------------------------- |
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| 186 | void RenderPriorityGroup::removePassEntry(Pass* p) |
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| 187 | { |
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| 188 | mSolidsBasic.removePassGroup(p); |
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| 189 | mSolidsDiffuseSpecular.removePassGroup(p); |
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| 190 | mSolidsNoShadowReceive.removePassGroup(p); |
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| 191 | mSolidsDecal.removePassGroup(p); |
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| 192 | mTransparents.removePassGroup(p); // shouldn't be any, but for completeness |
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| 193 | } |
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| 194 | //----------------------------------------------------------------------- |
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| 195 | void RenderPriorityGroup::clear(void) |
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| 196 | { |
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| 197 | // Delete queue groups which are using passes which are to be |
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| 198 | // deleted, we won't need these any more and they clutter up |
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| 199 | // the list and can cause problems with future clones |
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| 200 | { |
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| 201 | // Hmm, a bit hacky but least obtrusive for now |
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| 202 | OGRE_LOCK_MUTEX(Pass::msPassGraveyardMutex) |
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| 203 | const Pass::PassSet& graveyardList = Pass::getPassGraveyard(); |
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| 204 | Pass::PassSet::const_iterator gi, giend; |
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| 205 | giend = graveyardList.end(); |
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| 206 | for (gi = graveyardList.begin(); gi != giend; ++gi) |
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| 207 | { |
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| 208 | removePassEntry(*gi); |
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| 209 | } |
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| 210 | } |
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| 211 | |
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| 212 | // Now remove any dirty passes, these will have their hashes recalculated |
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| 213 | // by the parent queue after all groups have been processed |
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| 214 | // If we don't do this, the std::map will become inconsistent for new insterts |
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| 215 | { |
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| 216 | // Hmm, a bit hacky but least obtrusive for now |
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| 217 | OGRE_LOCK_MUTEX(Pass::msDirtyHashListMutex) |
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| 218 | const Pass::PassSet& dirtyList = Pass::getDirtyHashList(); |
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| 219 | Pass::PassSet::const_iterator di, diend; |
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| 220 | diend = dirtyList.end(); |
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| 221 | for (di = dirtyList.begin(); di != diend; ++di) |
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| 222 | { |
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| 223 | removePassEntry(*di); |
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| 224 | } |
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| 225 | } |
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| 226 | // NB we do NOT clear the graveyard or the dirty list here, because |
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| 227 | // it needs to be acted on for all groups, the parent queue takes |
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| 228 | // care of this afterwards |
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| 229 | |
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| 230 | // Now empty the remaining collections |
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| 231 | // Note that groups don't get deleted, just emptied hence the difference |
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| 232 | // between the pass groups which are removed above, and clearing done |
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| 233 | // here |
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| 234 | mSolidsBasic.clear(); |
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| 235 | mSolidsDecal.clear(); |
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| 236 | mSolidsDiffuseSpecular.clear(); |
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| 237 | mSolidsNoShadowReceive.clear(); |
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| 238 | mTransparents.clear(); |
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| 239 | |
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| 240 | } |
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| 241 | //----------------------------------------------------------------------- |
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| 242 | void RenderPriorityGroup::sort(const Camera* cam) |
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| 243 | { |
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| 244 | mSolidsBasic.sort(cam); |
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| 245 | mSolidsDecal.sort(cam); |
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| 246 | mSolidsDiffuseSpecular.sort(cam); |
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| 247 | mSolidsNoShadowReceive.sort(cam); |
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| 248 | mTransparents.sort(cam); |
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| 249 | } |
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| 250 | //----------------------------------------------------------------------- |
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| 251 | QueuedRenderableCollection::QueuedRenderableCollection(void) |
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| 252 | :mOrganisationMode(0) |
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| 253 | { |
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| 254 | } |
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| 255 | //----------------------------------------------------------------------- |
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| 256 | QueuedRenderableCollection::~QueuedRenderableCollection(void) |
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| 257 | { |
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| 258 | // destroy all the pass map entries (rather than clearing) |
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| 259 | PassGroupRenderableMap::iterator i, iend; |
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| 260 | iend = mGrouped.end(); |
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| 261 | for (i = mGrouped.begin(); i != iend; ++i) |
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| 262 | { |
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| 263 | // Free the list associated with this pass |
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| 264 | delete i->second; |
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| 265 | } |
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| 266 | |
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| 267 | } |
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| 268 | //----------------------------------------------------------------------- |
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| 269 | void QueuedRenderableCollection::clear(void) |
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| 270 | { |
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| 271 | PassGroupRenderableMap::iterator i, iend; |
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| 272 | iend = mGrouped.end(); |
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| 273 | for (i = mGrouped.begin(); i != iend; ++i) |
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| 274 | { |
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| 275 | // Clear the list associated with this pass, but leave the pass entry |
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| 276 | i->second->clear(); |
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| 277 | } |
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| 278 | |
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| 279 | // Clear sorted list |
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| 280 | mSortedDescending.clear(); |
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| 281 | } |
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| 282 | //----------------------------------------------------------------------- |
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| 283 | void QueuedRenderableCollection::removePassGroup(Pass* p) |
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| 284 | { |
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| 285 | PassGroupRenderableMap::iterator i; |
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| 286 | |
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| 287 | i = mGrouped.find(p); |
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| 288 | if (i != mGrouped.end()) |
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| 289 | { |
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| 290 | // free memory |
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| 291 | delete i->second; |
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| 292 | // erase from map |
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| 293 | mGrouped.erase(i); |
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| 294 | } |
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| 295 | } |
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| 296 | //----------------------------------------------------------------------- |
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| 297 | void QueuedRenderableCollection::sort(const Camera* cam) |
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| 298 | { |
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| 299 | // ascending and descending sort both set bit 1 |
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| 300 | if (mOrganisationMode & OM_SORT_DESCENDING) |
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| 301 | { |
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| 302 | |
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| 303 | // We can either use a stable_sort and the 'less' implementation, |
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| 304 | // or a 2-pass radix sort (once by pass, then by distance, since |
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| 305 | // radix sorting is inherently stable this will work) |
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| 306 | // We use stable_sort if the number of items is 512 or less, since |
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| 307 | // the complexity of the radix sort is approximately O(10N), since |
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| 308 | // each sort is O(5N) (1 pass histograms, 4 passes sort) |
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| 309 | // Since stable_sort has a worst-case performance of O(N(logN)^2) |
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| 310 | // the performance tipping point is from about 1500 items, but in |
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| 311 | // stable_sorts best-case scenario O(NlogN) it would be much higher. |
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| 312 | // Take a stab at 2000 items. |
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| 313 | |
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| 314 | if (mSortedDescending.size() > 2000) |
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| 315 | { |
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| 316 | // sort by pass |
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| 317 | msRadixSorter1.sort(mSortedDescending, RadixSortFunctorPass()); |
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| 318 | // sort by depth |
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| 319 | msRadixSorter2.sort(mSortedDescending, RadixSortFunctorDistance(cam)); |
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| 320 | } |
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| 321 | else |
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| 322 | { |
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| 323 | std::stable_sort( |
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| 324 | mSortedDescending.begin(), mSortedDescending.end(), |
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| 325 | DepthSortDescendingLess(cam)); |
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| 326 | } |
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| 327 | } |
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| 328 | |
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| 329 | // Nothing needs to be done for pass groups, they auto-organise |
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| 330 | |
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| 331 | } |
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| 332 | //----------------------------------------------------------------------- |
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| 333 | void QueuedRenderableCollection::addRenderable(Pass* pass, Renderable* rend) |
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| 334 | { |
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| 335 | // ascending and descending sort both set bit 1 |
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| 336 | if (mOrganisationMode & OM_SORT_DESCENDING) |
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| 337 | { |
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| 338 | mSortedDescending.push_back(RenderablePass(rend, pass)); |
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| 339 | } |
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| 340 | |
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| 341 | if (mOrganisationMode & OM_PASS_GROUP) |
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| 342 | { |
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| 343 | PassGroupRenderableMap::iterator i = mGrouped.find(pass); |
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| 344 | if (i == mGrouped.end()) |
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| 345 | { |
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| 346 | std::pair<PassGroupRenderableMap::iterator, bool> retPair; |
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| 347 | // Create new pass entry, build a new list |
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| 348 | // Note that this pass and list are never destroyed until the |
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| 349 | // engine shuts down, or a pass is destroyed or has it's hash |
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| 350 | // recalculated, although the lists will be cleared |
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| 351 | retPair = mGrouped.insert( |
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| 352 | PassGroupRenderableMap::value_type( |
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| 353 | pass, new RenderableList() )); |
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| 354 | assert(retPair.second && |
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| 355 | "Error inserting new pass entry into PassGroupRenderableMap"); |
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| 356 | i = retPair.first; |
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| 357 | } |
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| 358 | // Insert renderable |
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| 359 | i->second->push_back(rend); |
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| 360 | |
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| 361 | } |
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| 362 | |
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| 363 | } |
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| 364 | //----------------------------------------------------------------------- |
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| 365 | void QueuedRenderableCollection::acceptVisitor( |
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| 366 | QueuedRenderableVisitor* visitor, OrganisationMode om) const |
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| 367 | { |
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| 368 | if ((om & mOrganisationMode) == 0) |
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| 369 | { |
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| 370 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
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| 371 | "Organisation mode requested in acceptVistor was not notified " |
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| 372 | "to this class ahead of time, therefore may not be supported.", |
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| 373 | "QueuedRenderableCollection::acceptVisitor"); |
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| 374 | } |
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| 375 | |
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| 376 | switch(om) |
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| 377 | { |
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| 378 | case OM_PASS_GROUP: |
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| 379 | acceptVisitorGrouped(visitor); |
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| 380 | break; |
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| 381 | case OM_SORT_DESCENDING: |
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| 382 | acceptVisitorDescending(visitor); |
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| 383 | break; |
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| 384 | case OM_SORT_ASCENDING: |
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| 385 | acceptVisitorAscending(visitor); |
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| 386 | break; |
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| 387 | } |
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| 388 | |
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| 389 | } |
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| 390 | //----------------------------------------------------------------------- |
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| 391 | void QueuedRenderableCollection::acceptVisitorGrouped( |
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| 392 | QueuedRenderableVisitor* visitor) const |
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| 393 | { |
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| 394 | PassGroupRenderableMap::const_iterator ipass, ipassend; |
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| 395 | ipassend = mGrouped.end(); |
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| 396 | for (ipass = mGrouped.begin(); ipass != ipassend; ++ipass) |
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| 397 | { |
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| 398 | // Fast bypass if this group is now empty |
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| 399 | if (ipass->second->empty()) continue; |
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| 400 | |
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| 401 | // Visit Pass - allow skip |
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| 402 | if (!visitor->visit(ipass->first)) |
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| 403 | continue; |
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| 404 | |
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| 405 | RenderableList* rendList = ipass->second; |
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| 406 | RenderableList::const_iterator irend, irendend; |
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| 407 | irendend = rendList->end(); |
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| 408 | for (irend = rendList->begin(); irend != irendend; ++irend) |
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| 409 | { |
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| 410 | // Visit Renderable |
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| 411 | visitor->visit(*irend); |
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| 412 | } |
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| 413 | } |
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| 414 | |
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| 415 | } |
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| 416 | //----------------------------------------------------------------------- |
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| 417 | void QueuedRenderableCollection::acceptVisitorDescending( |
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| 418 | QueuedRenderableVisitor* visitor) const |
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| 419 | { |
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| 420 | // List is already in descending order, so iterate forward |
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| 421 | RenderablePassList::const_iterator i, iend; |
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| 422 | |
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| 423 | iend = mSortedDescending.end(); |
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| 424 | for (i = mSortedDescending.begin(); i != iend; ++i) |
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| 425 | { |
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| 426 | visitor->visit(&(*i)); |
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| 427 | } |
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| 428 | } |
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| 429 | //----------------------------------------------------------------------- |
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| 430 | void QueuedRenderableCollection::acceptVisitorAscending( |
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| 431 | QueuedRenderableVisitor* visitor) const |
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| 432 | { |
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| 433 | // List is in descending order, so iterate in reverse |
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| 434 | RenderablePassList::const_reverse_iterator i, iend; |
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| 435 | |
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| 436 | iend = mSortedDescending.rend(); |
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| 437 | for (i = mSortedDescending.rbegin(); i != iend; ++i) |
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| 438 | { |
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| 439 | visitor->visit(&(*i)); |
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| 440 | } |
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| 441 | |
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| 442 | } |
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| 443 | |
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| 444 | |
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| 445 | } |
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| 446 | |
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